Epic Battle Report: Eldar v Chaos

Net Epic Evolution Battle Report: Eldar v Chaos 7,000 points

Introduction:

Since last week's Marines v Eldar battle report seemed to go down a storm - a massive thanks to the hundreds of you who read it (and those who watched the video on YouTube)! - it seemed like a no-brainer to run another! Once again, I'll be using my Net Epic Evolution rules to run the game. As an experiment, I've decided to allow units on Charge orders to fire - provided they are not engaging enemies in Close Combat - with a -1 penalty to hit. For anyone not in the know, the Evolution rules are my own variant of the Net Epic rules which, in turn, are a fan version of 2nd Edition Epic/Space Marine rules by Games Workshop. So without further ado, let's get on with the action!

For those of you who are keen for more, be sure to click on the Labels tab on this blog and then select Epic 40K - there's a 10 battle Orks v Squats campaign in the archives for you to enjoy! The Epic War! rules which I developed to run such a campaign can also be found here!

I've made a highlights video which you can watch below, but read on if you want the full story!

Scenario:

The Eldar have identified a major incursion by Chaos forces - predominantly Khorne and Tzeentch armies - on the green world of Enrathea and sent their own army to cleanse and eradicate the corruption.

Both sides have 7,000 point armies and are aiming to score 60 Victory Points (VPs) to win the battle. Victory Points are won by breaking enemy formations or seizing any of the 8 objectives. Each objective is worth 5 VPs.

Army Lists: 

Once again I'm using Net Epic costings which are better balanced than 2nd edition costings. 

Eldar:


Avatar: Free
Defender Warhost: 850
Jetbike Host: 550
Spirit Host: 500
Falcon Host: 450

2 x Cobra: 500
Tempest Squadron: 550
Nightwing Squadron: 300
2 x Dark Reapers 500
2 x Howling Banshees: 300 
2 x Striking Scorpions: 300
2 x Swooping Hawks: 300
Wave Serpent Squadron: 150
Fire Prism Cannon: 50

Exarchs: 400
Warlock Titan w/2 Psychic Lance + Las-cannon & Missile Launcher Wings): 650
Revenant Scout Titans: 500
Harlequins: 150

Total: 7,000 points


Chaos:


Primarch Angron: 300
Lord of Battles (w/Doomburner and Hellblade): 490 
World Eaters Century: 600

2 x Rhinos: 100
4 x Demonic Engines: 1200
Cannon of Khorne: 200
2 x Juggernaughts: 300

Mark of Khorne (on Khorne Berserkers): 125
Banelord Titan: 700

Magnus the Red: 300
Thousand Sons Century: 600

Silver Towers of Tzeentch: 350
Doomwing Squadron: 250
Disc Rider Squad: 200
3 x Rhinos: 150
2 x Chaos Land Raiders: 500

Daemon Horde: 400
Hellblades: 250

Total 7,015 points

Chaos Cards: Chaos receive 8 Chaos cards - 3 for the Lord of Battles, 2 for the Tzeentch daemon engines (Silver Towers and Doomwings), 1 for each Primarch and 1 for the Daemon Horde. With both the World Eaters and Thousand Sons Centuries on the board, Chaos also gain the Rewards for Khorne and Tzeentch.


Battlefield Overview & Set Up:

To ensure consistency through the report, when the left and right flanks are referred to, these relate to the battle as seen from the Chaos side of the board (as shown in the overview picture below).

Overview, Objectives and Deployment
The Battle Plan:

Eldar: The Wind Rider Host is hoping to overrun and outmanoeuvre the relatively sparse Chaos forces on the left flank. The Defender Host should be able to hold Objectives 1 & 2 without too much opposition. The Avatar, Exarchs and Harlequins (the latter inside the Wave Serpents) are tasked with capturing Objective 3 although that will be a tougher prospect with Automatons and Angron expected to challenge that objective.
The Tempests, Revenants and Spirit Host will battle for dominance through the centre of the battlefield, but they expect a brutal war of attrition as many Daemon Engines and Chaos Land Raiders expected to pour into this area.
The most desperate battles are expected to be on the right flank where squads of Howling Banshees and Striking Scorpions expect to face off against some of Chaos' most formidable close combat specialists - but they will have some serious support from the Cobra superheavy tanks and a Warlock Titan!  

Eldar: left flank

Eldar: centre

Eldar: right flank

Chaos: Opposite the Striking Scorpion and Howling Banshees are the Cauldrons of Blood which will try to thin out any opposition looking for refuge in the woods before the powerful Trolls, Minotaurs, Khorne Juggernaughts and the Khorne Berserkers launch their assault! The aim is to secure all three objectives in the woods and maybe, just maybe, capture the fourth in the nearby town. Most of the daemon engines along with the Banelord Titan and Lord of Battles expect heavy opposition through the centre of the battlefield, but expect to overcome the Eldar forces. The Silver Towers of Tzeentch hope to offer some cover to the advancing forces and to slow attrition from incoming Eldar pop-up attacks. The biggest concern is the left flank where the hope is that Angron can cling on to the objective with the assistance of Automatons.

Chaos: right flank

Chaos: centre

Chaos: left flank
Turn 1:

Units charge into cover all around the board. On the right flank, Minotaurs, Trolls, Juggernaughts and Berserkers take up position in the woods. The Berserkers bide their time to mount an assault on Objective 8 next turn... In the faraway woods, 2 squadrons of Howling Banshees and one of Striking Scorpions have firm control of their objective.


Through the centre of the battlefield, Thousand Sons trade fire with Wraithguard and Wraithlords, but neither side succeeds in inflicting casualties.


There is more caution on the left flank as Jetbikes take cover behind the hill. Wave Serpents drop off Harlequins to seize Objective 2 in the woods. Angron may have something to say about whether the Harlequins can retain it next turn!


Silver Towers of Tzeentch push forward, but their weapons prove ineffective. A Prism Cannon pops up and destroys one! So much for their field to cover the daemon engines!


Automatons pour out of Rhinos and tear up the hill opposite which is swarming with Guardians...


...and thin their ranks!


A squadron of Tower of Skulls unleashes a heavy hail of fire, but only succeed in picking off a single Wraithguard squad.


Land Raiders charge forward and target the Wraithlords and Wraithguard.


But are only able to destroy one Wraithlord!


A squadron of Guardians enter buildings around Objective 2. Cannon of Khorne roll on to the hill targeting the Guardians and the last threads the needle between the woods to target the distant Wraithlords! 


The first cannon misfires and is destroyed!


The second rolls 10 BPs on the dice, needing only 2+ to hit - but contrives to only destroy one Wraithlord of the two!


The last cannon rolls 2 BPs, a miserable 6 to hit!


It scatters behind the building, landing over a squad of Guardians and a Falcon Grav Tank...


...but a roll of double 6 sees the Guardian and Falcon hit - and wiped off the battlefield!


Death Dealers surge forward and World Eaters Marines advance out to spray fire upon the Vyper Jet Bikes! 


...but, despite the amount of firepower unleashed from both Marines and vehicles, only 2 Vypers are picked off!


Exarchs swoop into position and fire upon the freshly-deployed World Eaters!


...killing three squads!


Doomwings glide across the battlefield to douse Jetbikes and Guardians with their fiery payload!


Destroying five Jet Bikes and a squad of Guardians!


The Eldar Warlock places his Eldritch storm upon the hill. The Lord of Battles charges forward but is unable to inflict any damage on anything!


A Revenant spots the opportunity, but is equally ineffective - the three "hits" all miss the Greater Daemon's head and succeed only in tearing up the air around him! None of the Revenant's other weapons hit anything either!


Blood Reapers open fire as they charge...


...and destroy two Wraithlords and one squad of Dark Reapers!


The Warlock Titan charges forward and fires both of its Psychic Lance at the Lord of Battles while the wing weapons target Thousand Sons Marines and Land Raiders in the crater - but it misses everything!


As the Banelord enters the battlefield, it finds its targets restricted by the Warlock's Eldritch Storm. It targets Dark Reapers in the buildings...


...but only manages to kill one squad!


Another Revenant enters the fray... 


...but only succeeds in picking off a single squad of Marines! Only one shot hits the Lord of Battles - and again it misses the head and everything else on the location chart!


A Cobra pops up and fires its D-Cannon - it scatters but hits a building and a Blood Reaper!


The building soaks up the hit - but the Blood Reaper is destroyed!


With the Cauldron of Blood daemon engines forced to move, Falcons advance forward and open fire as their Striking Scorpions pour out of the skimmers and head into the woods! 


A Disc-Rider is the only casualty from the Falcon attack.


Hellblades target the Wave Serpents which threaten to disrupt Thousand Sons units next turn!


...and successfully destroy them!


Nightwings swing into attack the Hellblades with their Shuriken...


...as well as Doomwings with Lascannon and Thousands Sons with missiles!


The Thousand Sons survive the missile attack, but a Doomwing is shot down by the Lascannon and the Hellblades are decimated by the Shuriken!


 With all of Chaos having activated, the Eldar activate again, this time with their Tempests...
 

They pop up and hit the Lord of Battles with everything they've got!


...and they blow its head clean off - the Lord of Battles is destroyed!


A Cobra is last to activate. It targets a group of Daemon Engines...


...but its shot scatters, hitting the nearby building instead!


And destroying it!


Somewhat remarkably - given that both sides have plenty of close combat specialists in their ranks - there is no Close Combat, so this was the last action of Turn 1!

End Phase: 

Overview: The Eldar have snapped up a whopping 6 Objectives, while Chaos have only taken 2. However, that should change in turn 2...

Battlefield Overview

Overview with Objectives

Note that the Eldar Vyper Jetbikes claimed Objective #1 despite the Doomwings being closer. This is because fliers cannot claim objectives.

Left flank

Centre

Right Flank
Eldar Casualties:

Note that the Swooping Hawks are not casualties: they have yet to enter the battle!

Though the Wind Rider Host did not break, it is on the brink!

Wave Serpents: 2 VPs

Turn 1 Total (awarded to Chaos): 2 VPs


Chaos Casualties:

Lord of Battles: 5 VPs
Hellblades: 3 VPs
Silver Towers of Tzeentch: 4 VPs

Turn 1 Total (awarded to Eldar): 12 VPs


End of Turn 1:


Eldar: 42 VPs
Chaos: 12 VPs


Turn 2:

Eldar win Initiative and a Cobra pops up to attack the Cauldron of Blood daemon engines which are a threat to their nearby infantry!


...and destroy two of the engines!


Magnus the Red moves out from behind the building and unleashes his deadly Beam of Power!


The shot tears through the Cobra like a knife through butter - obliterating it!


Exarchs activate, opening fire upon the remaining Doomwings and Thousand Sons Land Raiders!


The Land Raiders' armour stands up to the attack - but both of the remaining Doomwings are destroyed!


Thousand Sons Marines activate and fire upon one Revenant - while casting their Chaos reward - a Vortex - upon the other! The vortex deviates, but not far enough for the Revenant to escape it!


The Chaos Marines destroy the wing on the first Revenant, while the other takes 5 hits from the vortex! It rips the Titan apart, causing it to explode spectacularly! Then, in the next instant, the flames are extinguished as the Titan is sucked into the vortex and erased from the battlefield!


Though it is dangerous to do so, the Revenant takes cover behind the Vortex - and fires its Pulse Laser, stripping three Void Shields from the Banelord!


Land Raiders activate and shoot at the nearby Nightwings!


Two are destroyed!


Dark Reapers open fire upon the Banelord - 7 hits, stripping the Banelord of its remaining Void Shields and landing 4 hits! Unfortunately for the Eldar, the Banelord passes all of its saves!


Sensing its time may be nearing an end, the Banelord activates and strides forward menacingly! It launches two volleys of its Havoc missiles...


...and wipes out four Guardians...


...and two Wraithlords and a Wraithguard squad!


It targets nearby Dark Reapers with its Bloodletter Battle head and Doomfist...


...killing most of them!


Unfortunately, the Titan's remaining weapons fail to hit the Revenant and the Warlock Titan - and the Banelord's activation ends.

A Cobra pops up and tries to finish off the Banelord with its D-Cannon, but it scatters and fails to hit anything!


The Silver Tower moves forward and attempts to shoot down the Cobra with its Beam of Power - but misses!


It does manage to pick off a nearby Falcon Grav Tank.


His entourage almost wiped out, the Warlock heads for a building and tries to take out the Banelord with a Psychic Scream - but fails!


World Eaters Marines activate and fire at the Vyper Jetbikes...


Destroying one!


Falcons pop up and fire at the Blood Reapers and Tower of Skulls - but miss every shot! The Blood Reapers gratefully move into the nearby ruins...


 and return fire at their attackers! 


But only succeed in killing the last squad of Dark Reapers in the nearest building!


The Warlock Titan closes in on the Banelord to finish it off with the Psychic Lances!


...while the Missile Launchers target Disc Riders!


...killing two of the Riders! However, the Lascannon miss the nearby Tower of Skulls - and worse still, the Psychic Lances miss the Banelord!


Cannon of Khorne are next to activate...


But all they seem good for is destroying themselves! The one that does manage to fire only rolls 2 Barrage Points and misses its targets!


The Vypers activate and fire at the Chaos Marines and Deathdealers...


Destroying one of each!


The Cauldron of Blood moves forward and sprays the Striking Scorpions with boiling daemonic blood...


...consigning three squads of Striking Scorpions to a horrific fate!


The Fire Prism destroys a Tower of Skulls on the hill! The other pushes forward and shoots at both the Fire Prism and a Falcon Grav Tank...


...and destroys both!


Falcons pop up to fire at Deathdealers, but fail to destroy either! In the distance, Land Raiders open fire while the Falcons are exposed...


...and take down another!


Dark Reapers fire at the Banelord, but once again it soaks up the ordnance directed at it!


World Eaters target the Warlock in the building beside the Dark Reapers...


...and hit him several times, tearing up his floor with missile fire! The Warlock is no more!


Another Falcon pops up...


...and destroys the last Tower of Skulls!


Juggernaughts jump the last of the Striking Scorpions while another squadron of Falcons pop up to fire at the Blood Reapers in the ruins...


Destroying one!


Thousand Sons open fire on more Guardians...


...and pick off another 2 squads! The Defender Warhost is on the brink of breaking!


...and the Marines also manage to pick off another Dark Reaper, clearing the objective!


Guardians in the buildings target the Deathdealer and squad of World Eater Marines!


The Marines are cut down and somewhat improbably, the Deathdealer is destroyed too!


The last Deathdealer fires at the two Vyper Jetbikes...


...and wipes them out!


The Wraithlord and Wraithguard fire at the Thousand Sons Marines, killing one.


Automatons shamble forward and open fire at the Guardians...


...killing one squad - but it is enough to break the Warhost!


Another squad of Juggernaughts push into the woods, securing the objective!


Tempests pop up. Their task is to deliver the killing blow to the Banelord...


But once again, its armour soaks up the hits! Unbelievable!


Minotaurs secure another objective...


Jetbikes jump the last Cannon of Khorne...


While Rhinos charge in to steal an objective from the remaining Jetbikes - but Swooping Hawks deep strike to ambush them!


Disc Riders steal another objective from under the noses of the Eldar!


The last of the Falcons pop up and fire at the Land Raiders...


Destroying two!


Close Combat Phase:

The Jetbikes easily destroy the Cannon of Khorne.


The Rhinos manage to destroy a few Jetbikes, but suffer the wrath of the Swooping Hawks!


Angron kills one squad of Harlequins, but cannot take the objective!


Rhinos destroy a Falcon Grav Tank!


Juggernaughts clash with Striking Scorpions and Howling Banshees...


Both sides suffer casualties!



End Phase: 

The Banelord regenerates 3 Void Shields! With the exception of its Havoc Missiles being destroyed, it has survived Turn 2 well!

At the end of Turn 2, both sides have 4 objectives each - Eldar hold objectives #1 - #3 and objective #7 while Chaos control objectives #4 - #6 and objective #8.

Battlefield Overview

Overview with Objectives

Left flank

Centre

Right flank

Eldar Casualties:

Defender Host: 9 VPs
Jetbike Host: 6 VPs
Spirit Host: 5 VPs
2 x Dark Reapers: 6 VPs
Nightwing Squadron: 3 VPs
Revenant Titan: 3 VPs
Cobra Tank: 3 VPs
Striking Scorpions: 2 VPs
Prism Cannon: 1 VPs

Turn 1 Total (awarded to Chaos): 2 VPs
Turn 2 Total (awarded to Chaos): 38 VPs

Eldar Casualties

Chaos Casualties:

4 x Demonic Engines: 12 VPs
Doomwing: Squadron: 3 VPs
Land Raider Squadron: 3 VPs
Cannon of Khorne: 2 VPs
Disc Riders: 2 VPs
Juggernaughts:  2 VPs
2 x Rhinos: 2 VPs

Turn 1 Total (awarded to Eldar): 12 VPs
Turn 2 Total (awarded to Eldar): 26 VPs


Chaos Casualties


End of Turn 2:

Eldar: 58 VPs
Chaos: 60 VPs

Blood for the Blood God - Victory to Chaos!


Closing Reflections:

While there had been a fair amount of attrition, it seemed that the battle was destined for another turn which almost certainly would have resulted in a draw - so the realisation that Chaos had managed to win with the slightest of margins came as a shock! The fact that the Banelord in particular managed to survive Turn 2 was something of a miracle as it survived attacks from a Revenant Titan, a Cobra, the Tempest squadron, and, most shockingly, the Warlock Titan, so the Eldar can feel hard done by. Had the Warlock not pushed forward to attempt to take the Banelord down with a Psychic Scream, the game would have continued another turn. 

Had the game it done so, it would likely have seen the Banelord finally brought to its knees and Angron overwhelmed, but other than that, it's hard to see where the Eldar could have scored more points as both the World Eaters and Thousand Sons would have required to have suffered heavy losses for either to break. From the Chaos side of things, they would have hoped to win Initiative for the Banelord to engage the Warlord in Close Combat - had the Banelord once again survived the Psychic Lance, it may have destroyed the Warlord, but this is a huge maybe! The remaining Revenant Titan was exposed and the Falcon Host was only a couple of vehicles away from breaking, but the real place they could expect to make significant inroads would have been on the right flank where the Berserkers were poised to call upon their Chaos reward to storm the wood where Howling Banshees and Striking Scorpions were protecting an objective. The Blood Rage of Khorne reward would have allowed the Berserkers to move triple speed and add 1D6 to their CAF, making engaging the Scorpions a 50/50 proposition - except that the Uncontrollable Flatulence would have halved the Striking Scorpions' CAF! Howling Banshees would have suffered the same issue if they attempted to gang up on the Berserkers, but even if they sat on the objective, the Berserkers would have had Blood Rage to press on for a fresh Close Combat attack and Warp Frenzy at their disposal on top of the reward and Flatulence to deal with them (the effects of the Chaos cards all lasted for the duration of the Close Combat segment so would have carried on to the next attack)! It would have been utter carnage!

One small note is that I have a lot more varied terrain than was on display in this battle, but I deliberately used the old buildings and simple terrain to evoke the feel of the White Dwarf battle reports which I thought some people might appreciate. The next board will be very different!

I was concerned that the experiment with allowing units to fire on Charge Orders with a -1 on their rolls to hit would unbalance the game, but they worked fine; even though units were making use of the attacks, most were dropping from rolls of 5+ to hit to 6+ and barely any shots from charging units inflicted any casualties on the opposition. As a result, I will carry this experiment on to the next battle...which will see the Orks and Imperial Guard going head to head!

Watch this space for more soon!
















An Epic Life

Introduction:

Having been invited to to talk about my love of Epic Warhammer 40,000 on The Crown of Command Podcast which you can find here, it got me thinking about the 30+ years that I've played the game. Since Epic seems to be going through something of a mini-resurgence thanks to the current pandemic - with lapsed gamers suddenly dusting off their old armies either to paint or play with - I thought it might be interesting to share a bit of my history with the game. 


Before Epic:

I first became aware of Games Workshop in 1987. I was a big fan of 2000AD and at that time GW produced Judge Dredd: The Roleplaying Game - even though I was unfamiliar with roleplaying, I remember the concept of setting a game set in Mega-City One being one that excited me and so I picked up a copy! It wasn't long before I spent endless hours preparing and running games for my friends using that system. Later that year I learned in White Dwarf magazine that a game called Warhammer 40,000 was going to be released. As Tolkien fans, myself and my friends were intrigued by this new game which was going to mix fantasy with science fiction. When it came out, we enjoyed it, but for some reason we never fully engaged with it and only played it a handful of times. 



Epic Roots:

A couple of years later, Games Workshop opened their shop in Glasgow Queen Street, and one cold January morning I turned up with some birthday money burning a hole in my pocket, looking to see what goodies I could pick up. When I spotted a game called Adeptus Titanicus in their sale items going for £10 and snapped it up. We found the game fun, but, at that stage the game was nothing more than a skirmish between 6 Imperial Titans. It was the box artwork - and some photos on the side which showed tanks and tiny Marine miniatures at the feet of the Titans - which really captured my imagination. The idea that we could be fighting large scale battles rather than the small-scale skirmishes of 40K filled me with excitement and I remember avidly awaiting the release of Space Marine.



1st Edition:

When Space Marine arrived, it didn’t disappoint. I loved the game and would literally spend weekends playing it. I couldn’t get enough of it. The only problem was that it took hours to play a single game. 1st Edition Space Marine was essentially a game bolted on to the Titan combat game of Adeptus Titanicus and both rulesets were complex and involved. A single game required my friends to commit to coming over to mine to play on both a Saturday and Sunday…and even then it wasn’t unusual for games to have to finish without having come to a complete conclusion. 



The impracticality of running 1st Edition battles did nothing to stop my imagination running riot, though - In those days I had no gaming table or terrain (other than the buildings provided in both games) so I’d throw some video and cassette tapes on to the floor to build makeshift hills and then throw an old white sheet over it to create my battlefield - the snowfields of Hoth from The Empire Strikes Back was how I imagined it! 


2nd Edition:

When 2nd Edition was announced, I remember not being too delighted at the prospect as I was happy with Epic the way it was - and had a feeling even in those early days that Games Workshop were trying to fleece their fans into buying a game they already owned a second time. My curiosity got the better of me though, and I invested in a copy of 2nd Edition Space Marine. I’m so glad I did! I recall really liking the structure that was given to the game by the scoring of Victory Points which suddenly meant a game of Epic could be played in a single session - quite the revelation! I remember being shocked too by how lethal the system was; in first edition everything had a saving throw and vehicles often had to be damaged twice before being destroyed. Initially, the loss of some of the nuance and complexity of 1st Edition put me off as I felt they’d went too far. I quickly realised that it was the saving of the game for me as I was able to bring friends - who’d been disheartened by 1st Edition’s endless sessions - back into the game now that it was at a more manageable runtime. 



Myself, my brother and another of my friends had a lot of great games at that time. I think there was a point where I was playing on a weekly basis and a lot of my time was spent talking to friends about battles we’d fought and about which units we liked to field. Eldar were my personal favourites, probably because their skimmers’ pop-up attacks were a really cool idea, but also because the Howling Banshees and Striking Scorpions were always beasts in Close Combat who could even deal damage against multiple opponents! I also pored over White Dwarf articles and battle reports, trying to spot if there were any tactics that I hadn’t thought of. All in all, I have a lot of very happy memories of that time.


One thing I’m extremely thankful for back then was that GW used to release boxes of plastic Epic miniatures which meant that I could afford to build sizeable forces relatively cheaply. I suspect the thinking was that players would top up on a lot of these forces by buying a lot of the metal miniatures that came in the Blister packs but, while I had a few of these, I really didn’t have the funds to afford much of that stuff, so my armies were, by and large, sourced from what was available in those boxes. If I’m honest, it probably restricted my enjoyment of the game as the lack of variety meant that we almost always played Marines v Elder because the other factions required metal miniatures that we didn’t own. 



I have to say, I feel very sorry for young people nowadays trying to get into wargaming as it is not cheap. I’m sure there are parents who are happy to buy their kids all of these expensive kits - there's far worse things their adolescents could be up to, after all - but I do think that the price probably makes it difficult to get young people interested when they can buy immersive computer games comparatively cheaply. I do wonder if younger generations will still play war-games when they have so many other options.


Anyway, back to life in the mid-nineties... As I was now in my late teens, the amount of time I was able commit to Epic waned as myself and my friends found other interests to occupy our time, but we still played intermittently. When Titan Legions came around in 1994, it almost turned me off Epic. When I played it, I felt the Imperator Titan and Mega-Gargants took all of the strategy out of the game by making it about those two incredibly powerful models - and the business of their Titan sheets seemed to create a mini-game that distracted from the action on the tabletop. I also hated the Knights because I thought they looked like 40K miniatures - and that was a game that I had no interest in playing. Fortunately, I also realised that I didn’t have to bother with any of the new units that Titan Legions introduced as I was perfectly happy with the game as it was. I continued playing, but on an increasingly infrequent basis for probably about 10 years.



Post-millennium Epic:

I can’t recall exactly when it happened - early 2000’s I think - but one of my friends discovered an early version of Net Epic on the internet. He recommended that I check out the rules, and I agreed that the system was pretty great. It’s basically 2nd edition with bells and whistles, and I’ve been running some version of Net Epic ever since. The advent of eBay and of finally having a decent disposable income meant that I was able to buy a lot of the metal miniatures that I’d so long wanted and my collection has probably quadrupled in size. Other than Marines and Eldar, my forces were largely unpainted and, although I don’t claim that my painting is that great, I’ve since invested a lot of time in making sure my Ork, Squat, Imperial Guard and Chaos forces are table-worthy.



I missed out on Epic 40K and the same is true of the latest version of Adeptus Titanicus, but I have dabbled a little in Epic: Armageddon. There was a lot about E:A that I liked, especially the mechanic that enabled units to resolve movement and firing in the one activation. Ultimately though, I wanted to play it with the units and stats that I was familiar with from 2nd Edition. As a result, I designed my own house rules, Net Epic Evolution (available here), which brings that mechanic to Net Epic. 


My Epic Campaign rules - Epic War! (available here) - came from an idea that had been swirling in my head for the best part of two decades (I remember discussing the idea with one of the staff in GW not long after 2nd Edition was released). I’ve since run 2 campaigns using the system; the first was Marines v Eldar and the second Orks v Squats and both were a lot of fun! I hope to run another sometime soon! 


I also hope to play some Imperious Dominatus very soon - it's a system which takes all of the best parts of 1st and 2nd edition Epic and applies them to a D10 system (much better than D6)!


Although I’ve dabbled in some other games of late, when it comes to tabletop gaming, Epic will always hold a special place in my heart. I’ve recently made a return to the game and have begun putting up some new battle reports and videos which I hope the community will enjoy!


Speaking of which, the Epic community is one of the friendliest gaming communities I’ve come across, and I’ve made a lot of new friends and acquaintances through Epic - right across the world - so I have a lot to thank the game for! I hope in my own small way that by sharing my love for Epic whenever possible that I’ve been able to give something back to the game that has given me so much enjoyment over the years! Here's to the next 30 years!

Star Wars D6: Capital Ship Combat Rules

Capital Ship Combat Rules
By CR McNeill

Introduction: 

I've been thinking for a little while about how Capital Ship Encounters should be run in Star Wars D6. As the ships are presented in the rules, bucketloads of dice would have to be rolled, so many as to be wholly impractical during a RPG session! Thankfully, I asked my friends at the Rancor Pit for help and, as usual, they didn't disappoint! The rules presented here are largely created by Rancor Pit member CR McNeill, and published with his blessing. They do not represent CR's comprehensive rules, rather they are a boiled-down version for the benefit of my own group - and I have made a few very minor adjustments to his rules, mostly adding a framework to the turn sequence. There are deviations also, most notably in relation to Initiative.


The Command Deck:

Each Capital-scale ship has a Command Deck document for the ship's Captain to use. It's prime purpose is to provide quick-reference information to allow a Captain to operate his ship. All of the Command Decks currently available can be found in the Appendices at the end of this article, but here is an example:


The Command Deck features the following information:

Capital Ship Operation: This value is equal to Capital Skill Piloting and represents the die code for any required Piloting or Damage Control rolls.

Initiative: The die code used to determine a ship's Initiative for the turn. It is calculated by adding the Captain's Tactics + Crew Sensors skills and dividing by 2 (rounding up if it is an odd number.)

Initiative Bonus Tracker: Where the current Initiative Bonus (if any) is recorded. See Initiative Phase.

Command: The die code for the Captain's Command Roll.

Command Difficulty: The difficulty required for the Captain to successfully Command their ship in any given turn.

Command Tracker: A place to note current skill bonuses/penalties in relation to the current Command Roll.

Ship Defence: The number entered here is based on the Manoeuvrability of the ship plus the Capital Ship Piloting. Depending on Captain's orders, when an enemy ship targets the ship, this may be added to the range difficulty. Each 1D equals a value of 2 and pips are added as normal to complete the total. Therefore, a Ship Defence of 6D+2 would be (6x2) 12 +2 = 14.

Space: How fast the ship can move.

Hull: The hull die code.

Shields: The shields die code.

Weapons: Each type of weapon used in a Capital Ship is listed and contains the following information:

Gunnery Fire Control: A single statistic which combines both the Capital Gunnery Skill and the Fire Control into a single die code.

Battery Dice: The number of dice that can be added either to Gunnery Fire Control or Damage. More on this later.

Damage: The die code rolled to apply the damage caused by the weapon when it hits. This is rolled against the enemy ship's Hull and/or Shields.

Range: This shows the weapon's Short, Medium and Long-Ranges. Anything less than short range is considered to be Point Blank Range.

Battery Dice Damage Allocation Limitation: Shows the limitations of how many Battery Dice can be added to Damage. More on this later also.

Silhouette: This shows the fire arcs on a ship, used to determine which weapons are firing or which section of the ship is being hit.  


Turn Sequence:

Each turn has a set sequence which is run as follows:-

1) Initiative Phase
2) Command Phase
3) Damage Control Phase
4) Action Phase 
5) Movement Phase

Initiative Phase:

As a new turn begins, the Initiative order for each ship has to be resolved. To determine this, each ship's Captain makes an Initiative roll (equal to Crew Sensors skill + Tactics / 2, rounding up any half pips). To represent the battle of wits which is being fought between the different tacticians, an Initiative roll is made every turn. This means there may be ebb and flow in who acts first from turn to turn! When Capital Ships are involved, the order of initiative may prove crucial! Any draws are rerolled.
The Captain who wins the roll gains a +1 to future attempts to regain the Initiative. This bonus is cumulative until the Initiative is lost. All bonuses are reset once Initiative has been regained. The Initiative Bonus should be noted on the Initiative Bonus Tracker on the Command Deck.

Example: Nowhere's Captain has 5D Initiative while the Captain of an ISD has 4D Initiative. They roll 15 and 11 respectively, and Nowhere's Captain wins Initiative on Turn One. In Turn Two, both Captains roll Initiative, but Nowhere's Captain adds 1 to his roll for his Initiative Bonus. Nowhere's Captain rolls 17 and the ISD Captain also rolls 17. Nowhere's Captain retains Initiative for a second turn because of his +1 bonus. In the next turn, they will try again, only now Nowhere's Captain has +2 as his Initiative Bonus. In Turn Three, Nowhere's Captain rolls 15, but even the +2 Initiative Bonus cannot stop the ISD Captain retaking Initiative as he rolls 19! Next turn, Nowhere's Captain will attempt to regain the Initiative, but this time the ISD Captain will add +1 to his Initiative!

Tactical Masterstroke: If one player wins by 10+ points, they have pulled off a Tactical Masterstroke. This allows ships to make their move in the Action Phase rather than in the Movement Phase as is usual. See the Action Phase for more on this.

Command Phase:

Command Roll: The Ship's Captain is the key character in determining a vessel's success in any given turn. All Captains make their Command Roll with the difficulty based on the number of crew on board the ship (see Appendix A). For the purposes of my group, the difficulty to successfully Command Nowhere is 12. (It should be 15, but I have reduced the difficulty as the ship is mostly manned by droids who are more compliant than a human/alien crew), while the difficulty for an Imperial Star Destroyer is 17. Once the roll has been made, consult the following table:

Command Roll Result: 
Success: For every 3 points above target roll, mark one pip to the positive side of the Command Tracker.
Failure: For every 3 points below target roll, mark one pip on the negative side of the Command Tracker. 

The result is applied as a bonus/penalty to all skill rolls for the turn.

Example: Nowhere's Captain rolls a Command roll of 25, a whopping 13 points over the target of 12! All of Nowhere's skill rolls are now boosted by 1D+1 for the turn. Meanwhile, the Captain of the ISD rolls 10 for his Command and all of his ship's skill rolls are made with a -2 to the rolls.

Orders:
In order of lowest to highest Initiative, the Captains have to pick one of the following three orders:

Steady As She Goes: No penalties are applied to subsequent actions, however, the difficulty for incoming fire is based on Range only.
Evasive Action: All subsequent actions are subjected to a -1D Multiple Action Penalty. However, the Ships Defence is added to Range Difficulties for incoming fire.
Full Evasion: The ship throws all of its power into the engines to maximise evasive action and weapons may not fire. Any Damage Control rolls suffer a -2D Multiple Action Penalty. The difficulty for incoming fire to hit is equal to the Ship's Defence and Range Difficulty +10.

Example: In early turns as the ships pass by one another, both Captains take Evasive Action which means incoming fire must beat the Ship Defence Difficulty + Range Difficulty - but that each weapon fired will suffer -1D to their rolls, plus successive -1D Multiple Action Penalties if several weapons are firing at once (see more below). A few turns later, Nowhere finds itself completely outmanoeuvred by the ISD and takes Full Evasive Action. It may not fire any weapons this turn, but the difficulty to hit the ship is it's Ships Defence + Range Difficulty + 10. It'll be very difficult to carry out and Damage Control as it suffers a -2D penalty to making repairs. Worse still, the Captain in the ISD has declared Steady As She Goes, maximising his chances of hitting the evading ship!

Damage Control Phase:

Ships that have been damaged may attempt repairs in this phase. Until repaired, ships which have damage incur the following crew penalties and associated rolls:

Lightly Damaged: -1D
Heavily Damaged: -2D
Severely Damaged: -3D

If Damage Control is carried out, it incurs a -1D Multiple Action Penalty to any actions carried out in the Action Phase. Note that this stacks with any Multiple Action Penalties incurred due to orders.

Example: Nowhere carries out Damage Control while taking Evasive Manoeuvres. The Damage Control will be at -1D for Evasive Manoeuvres, and any weapon firing in the Action Phase will suffer -2D to their rolls.

Shields which were knocked down by non-Ion weapons are regenerated.

1D of Shields which were knocked down by Ion weapons on the previous turn(s) are automatically regenerated. However, remaining downed Shields require a Damage Control roll to regenerate them. 

A Captain can declare that he is applying multiple actions to repairing the ship, in which case +1D is added to the roll to repair the damage per additional action carried out - however, the Multiple Actions Penalty will be applied to all subsequent rolls this turn. Note that the Captain may add a bonus of 1D for every full 1D under Capital Ship Operation. e.g. A ship with Capital Ship Operation of 5D+2 may add up to 5D to the repair roll, but will have 6D MAPs (5 Repair Actions + the original Damage Control roll) to subsequent actions.

The difficulties required to repair damage are as follows:-

Shields (up to 1D per requiring regeneration): 10
Lightly Damaged: 10
Heavily Damaged: 20
Severely Damaged: 30

If a ship has lost both Shields and has suffered Damage, the difficulties stack. e.g. A Lightly Damaged ship trying to restore 2D of shields would require to roll 30+. 

If the roll is successful, the damage is fully repaired. If the roll is failed by 10 or less, damage drops one level. If it is failed by 11 or more, the damage remains the same. If the roll includes the repair of Shields, the Captain can choose whether the Damage is reduced by one level or if 1D of Shields are recovered.

Example: The ISD is Heavily Damaged and has lost all 3D+2 Shields. Their Capital Ship Operation is usually 5D+1, but has been reduced to 3D+1. A roll of 20 is required to repair the Damage only (not including shields), unlikely with the dice at hand. The Captain decides to order his crew to perform 3 Damage Repair actions, boosting the roll to 6D+1. He rolls 23 - success! However, all of his subsequent rolls (in the Action Phase) will incur the MAP of -4D!
Had the Captain attempted to repair both the downed Shields, the difficulty would be a whopping 60 (20 + 4 x 10 for restoration of up to 1D of shields)!

With repairs made and any Shields regenerated during this phase, the Captain then moves on to the next part of his command, namely:

Angle Deflector Shields: Deflector shields should be allocated to the required arcs during this phase. You have enough dice to roll and crews are unlikely to fail Capital Shields rolls. Simply allocate your shields to whichever arcs you wish (front, back, left and/or right). Obviously, you will want to put most shields into the arc(s) most under threat - but this may not always be an easy decision!

Action Phase:

All ships unleash devastating volleys during the Action Phase. To simplify matters, all examples shown are working on the principle that the orders given are Steady As She Goes and that the target ship is on Evasion Action.

The first Captain to fire is the one with the highest Initiative roll. The Captain with the next highest Initiative roll fires next, and so on. Captains may want to fire one or several weapons during his action before passing play to the next Captain. Once all Captains have completed their action(s), the play returns to the first Captain and the same process is repeated until all Captains have exhausted firing all of their weapons.

Firing: A Captain can opt to fire a single weapon or several weapons during his phase. If he fires a single weapon, he performs the action as the following rules set out. However, if the Captain opts to fire more than one weapon, Multiple Action Penalties will be applied. 
Example: A Captain decides to fire two weapons from the front arc and two from the left arc - four in total. His Gunnery Fire Control rolls will each suffer a -3D penalty.

Targeting & Fire Arcs: Capital Ships can a target enemy ships in each fire arc (i.e. left, right, front, and, occasionally, rear). Enemy ships which lie within a particular fire arc can be targeted with a single or multiple weapons on that arc. Note that an enemy ship may not be targeted by weapons from any more than one arc from a firing ship.

Example: A Star Destroyer has a YT-1300 freighter and a Corellian Corvette in its left arc, and a Mon Calamari Cruiser lies in both its left and front arcs. The Star Destroyer may not fire more than one arc at the Mon Calamari cruiser and so opts to fire all of its front arc weapons at it. It may split the weapons on its left arc to fire upon both the YT-1300 freighter and the Corellian Corvette - or fire both weapons at one of those two targets. 

A single Gunnery Fire Control roll is made each turn for each weapon type on a Capital Ship on each arc. e.g. One roll for all Turbolasers, and one for all Ion Cannon. If the roll to hit exceeds the required Difficulty to hit, roll for damage. Both the Gunnery Fire Control roll and/or the Damage roll can be improved upon with Battery Dice (see below). The required difficulty to hit depends on what orders the target ship has taken this turn:

Target Ship on Steady As She Goes: Range Difficulty only
Target Ship on Evasive Action: Range Difficulty + Ship Defence
Target Ship on Full Evasion: Range Difficulty + Ship Defence + 10

Example: 
Front Arc: The Star Destroyer fires its Turbolasers and Ion Cannon at the Mon Calamari Corvette. A Gunnery Fire Control roll to hit is made for each weapon.
Left Arc: The Star Destroyer opts to fire its Turbolasers at the Corellian Corvette and its Ion Cannon at the YT-1300. A Gunnery Fire Control roll to hit is made for each weapon at the relevant target. 

Battery Dice: To represent the sheer scale of coordinated firepower from a capital ship, the weapons receive Battery Dice which can be used to either bolster the Gunnery Fire Control or Damage Dice. The Battery Dice are shown under the Fire Arc stat on the Capital Ships. These must be allocated before any rolls are made - or are lost if they are not.

Battery Dice and Range: The power of a Battery is diminished at longer range. When assigning Battery Dice, the maximum number of dice you can assign to Damage rolls is reduced as follows:- Subtract -1D for Short Range, -2D for Medium Range, and -3D for Long Range. There is no cap to assigning Battery dice for Point Blank fire.

Example: 
Front Arc: Both the Turbolasers and the Ion Cannon each benefit from 4D Battery Dice on the front of the Star Destroyer. The Mon Calamari ship is at Medium Range which reduces the number of Battery Dice which can be applied to Damage by -2D, so a maximum of 2 of the 4 Battery Dice can be placed into Damage. The Commander decides to put 2D into both the Gunnery Fire Control roll to hit and 2D into the Damage roll, thereby increasing both rolls by 2D each. 
Left Arc: The Turbolaser has 4D Battery Dice while the Ion Cannon has 3D+2 Battery Dice. The Corellian Corvette and the YT-1300 are at short range which reduces the number of Battery Dice which can be applied to Damage by -1D, meaning a maximum of 3D Battery Dice can be added to the Turbolaser Damage roll. Similarly, the maximum Battery Dice that can be put into Damage for the Ion Cannon is 2D+2. For the Turbolaser attack on the Corellian Corvette, the Commander puts 2D into the roll to hit and 2D into damage, while, mindful of the added difficulty of hitting a smaller scale target, adds all 3D+2 of the Battery Dice to the Gunnery Fire Control for the Ion Cannon attack on the YT-1300.

Targeting a Specific Location: A Gunner can target a particular system on a ship: Manoeuvring, Sensors, Weapons, Hyperdrive, Shields or Engines. The Gunner receives a 6 penalty, but if he hits can apply Damage directly to the targeted section. For a hit which causes a Severely Damaged outcome, use the following results:-
  • Manoeuvring = Controls Damaged 
  • Shields = Overloaded Reactor 
  • Engines = Dead In Space
Firing Upon Ships of a Different Scale: Remember to allocate additional damage of 1D per difference of scale when a larger vessel fires at a smaller one. Conversely, subtract 1D of damage per 1D difference of scale.
Example: Nowhere (12D Capital Scale) fires at an Imperial Raider (10D Frigate Scale). with its Quad Turbolasers which normally deal 6D Damage - but, because of the Scale difference, now deal 8D Damage to the Raider!
Example: A lone X-Wing takes on an Imperial Star Destroyer! It fires its Proton Torpedoes which deal a respectable 9D Damage. However, due to scale this is reduced to 3D Damage. Even if the ISD's shields are down, its Hull is 7D - unlikely therefore that the ISD will suffer damage. This is why fighters should coordinate in squadrons as it increases their Scale and the Damage they can inflict. More on this below!

Tactical Masterstroke: As mentioned earlier, a ship with a Captain who achieved a Tactical Masterstroke during their Initiative roll may move their ship during the Action Phase. The movement counts as an action and contributes to Multiple Action Penalties if used in conjunction with other attacks. The major advantage of a Tactical Masterstroke is that you may fire at an enemy ship from one fire arc, then fire at it again from another fire arc in the same turn! In addition, the manoeuvre may move you into an arc which is undefended by shields placed during the Command Phase! Note that you may NOT use a Tactical Masterstroke to make a second attack from a Fire Arc from which you've already fired from this turn.
A Force Point may be spent to activate a Tactical Masterstroke.

Movement Phase:

Players take turns at moving their respective vessels, with the Captain with the lowest Initiative score moving their ship first.

Unless the Capital Ship is performing a tricky manoeuvre (such as navigating asteroids or flying close to other Capital-size ships), it is assumed that the Capital Ship is in open space and can be moved as desired, within movement limitations (namely the ship's speed, i.e.Space). No rolls are required for making open space moves. Checks will be required if flying through debris / asteroid fields and the like.

Note that, like other Spacecraft, Capital Ships may not fire on a turn that they move All-Out (quadruple Space). This is because all power is being distributed to the ship's engines.

Turning: Capital Ships are not built for manoeuvrability. A Capital Ship may only turn up to 90 degrees if flying at cautious speed, or up to 45 degrees at any other speed. This means that a ship would take two turns at cautious speed to turn right around, or four turns at any other speed.

Capital Ship Damage:

Damage Roll => 
Hull Code Roll by:           Effect
0-3                                      Shields Drained/Ionization
4-8                                      Lightly Damaged
9-12                                    Heavily Damaged
13-15                                  Severely Damaged
16+                                     Destroyed

REVISED STARSHIP DAMAGE CHART (use chart from rulebook, page 137 REUP rules, except as noted): 


Shields Drained. (replaces Shields Blown). The ship's Shields are reduced to 0D for the remainder of this round. The ship suffers no permanent damage, and the Shields are recharged to full strength by the beginning of the next round. If the ship has no shields to begin with, it suffers the Ionization result instead. 


Ionization. The ship's controls are temporarily overwhelmed by power surges. All actions involving ship systems suffer a -1D penalty; this affects Maneuverability, Weapons, Sensors, Shields, Astrogation, and even Hull (Particle Shields, up to a maximum of -2D). All penalties are cumulative (stack with other Ionization penalties) and temporary (roll off at a rate of 1D per round). Any ship system reduced to 0D by penalties can not be used until enough penalty dice roll off. In particular:

0D Maneuverability = Ship must maintain same heading and speed, in addition to any Lost Moves. 


0D Fire Control = Weapon may not be fired.

In addition, each -1D Ionization penalty inflicts 1 Lost Move (See below for Lost Moves). 


Lightly Damaged. 

1. Ship loses -1D to Maneuverability (If Maneuverability is at 0D, it suffers -1 Move) 

2. Sensors Damaged. Re-roll 1D:

1-3. Sensor Suite Damaged. -1D to all Sensor and Astrogation rolls. 

4-6. Fire Control Damaged. -1D to all Fire Control.

3. Weapons Damaged. -1D to Battery Dice in affected Fire Arc.

4. Hyperdrive Damaged. Double the Astrogation Time to Use; if the pilot wants to try to jump to hyperspace in one round, add +10 to Difficulty. 

5. Shields Blown. The ship loses 1D from its Shields total, which lasts until the shields are repaired. If the ship has no remaining dice in Shields, the penalty is applied to the ship's Particle Shields (Hull) up to a maximum of -2D. If the Particle Shields are already reduced by 2D, the ship suffers the Controls Ionized result. 

6. Engines Damaged. -1 Move 


Heavily Damaged. 

If a Heavily Damaged ship is Lightly Damaged or Heavily Damaged again, it becomes Severely Damaged. 

1. Ship loses -2D to Maneuverability (If Maneuverability is at 0D, it suffers -2 Move) 

2. Sensors Badly Damaged. Re-roll 1D:

1-3. Sensor Suite Damaged. -2D to all Sensor and Astrogation rolls. 

4-6. Fire Control Damaged. -2D to all Fire Control

3. Weapons Badly Damaged. Re-Roll 1D:

1-3. All weapons of one type in one fire arc are rendered inoperative due to a major power surge or system failure, and must be repaired before they can be used again. 

4-6. All weapons of one type in one fire arc are destroyed by a series of power overloads. 

4. Hyperdrive Damaged. Increase all Astrogation Difficulties by +10 until drive is repaired (Moderate Repair roll and 1 hour of work) 

5. Shields Blown. The ship loses 2D from its Shields total, which lasts until the shields are repaired. If the ship has no remaining dice in Shields, the penalty is applied to the ship's Particle Shields (Hull) up to a maximum of -2D. If the Particle Shields are already reduced by 2D, the ship suffers the Controls Ionized result. 

6. Engines Damaged. -2 Move 


Severely Damaged. 

If a Severely Damaged ship is damaged again, it is Destroyed (or becomes Catastrophically Damaged, at GM's discretion). 

1. Dead In Space. All drives and maneuvering systems are destroyed. The vehicle is adrift in space. 

2. Overloaded Reactor. The ship's reactor is overloading; unless it's shut down (Easy Repair Roll), the reactor will explode in 1D rounds and destroy the ship. 

3. Disabled Hyperdrive. The ship's hyperdrives - main and backup - are damaged. The ship cannot enter hyperspace until they are fixed with a Moderate Repair roll and one hour of work. 

4. Disabled Weapons. All weapons systems lose power. Roll 1D:

1-4: Weapons are Severely Damaged but may be repaired. 

5-6: All weapons aboard the ship are Destroyed.


5 - Controls Damaged / Bridge Smashed. The ship's control systems are badly damaged. -3D to all skill rolls. For starfighters and space transports, the ship's control linkages and computer systems have been damaged; for capital ships, the ship's bridge or other central command station has taken a direct hit, killing or injuring many of the ship's senior officers (roll for Passenger Damage below). 

6. Sensors Destroyed. All Sensors are rendered inoperable. Fire Control is reduced by -4D, and Piloting and Astrogation suffer a -4D penalty due to the loss of all sensor support for navigation purposes. 


Destroyed. - The ship is instantly destroyed and explodes in a ball of flame. Everyone aboard is killed (GMs may make exceptions for major NPCs or recurring villains at their discretion). 


Catastrophic Damage. (Replaces Destroyed for PC-manned ships at GM's discretion) 

1-3 - Structural Damage. The ship is so badly damaged that it begins to come apart. The crew has 1D rounds to abandon ship before it is destroyed. Due to damage, the interior of the ship is treated as Moderate Terrain for characters trying to get to the escape pods. 

4-5 - Blazing Hulk. The ship is badly damaged and fire rages inside. Roll 1D every round; on a 1, the ship explodes. Due to damage and internal fires, the interior of the ship is treated as Very Difficult Terrain for characters trying to get to the escape pods. 

6 - Destroyed. The ship instantly explodes in a ball of flame, and all aboard suffer 12D damage. 



LOST MOVES 

Lost Moves are cumulative. For example, a starship that suffers a -1 Move result, then a -2 Move result is at -3 Moves. 


-1 Move = The ship is limited to High Speed. 

-2 Moves = The ship is limited to Cruising Speed. 

-3 Moves = The ship is limited to Cautious Speed. 

-4 Moves = The ship's drives are disabled; it's dead in space. The drives can be repaired, but are Severely Damaged. 

-5 Moves = The ship's drives are destroyed; it's dead in space and the drives can not be repaired. The ship must either be abandoned or towed to a shipyard where a replacement engine can be installed. 



PASSENGER DAMAGE 

Passengers may be injured when a ship suffers damage or crashes. Use your judgment to decide whether a character takes damage, using the following chart as a baseline:

Lightly Damaged: 1D 

Heavily Damaged: 3D 

Severely Damaged: 6D 

Destroyed: 12D

When calculating damage to crew and passengers aboard larger ships (with crews in the dozens to hundreds of thousands), use the following penalties, applied to the ship's Crew Skill dice values, representing how crew casualties affect the crew's ability as a whole to operate the ship.

Lightly Damaged - -1D for 1 round. 

Heavily Damaged - -3D for 1 round, -2D for remainder of battle, -1D until crew casualties can be replaced. 

Severely Damaged - -6D for 1 round, -4D for remainder of battle, -2D until crew casualties can be replaced. 

Catastrophic Damage - Special: reserved for PC manned ships. Characters will have an indeterminate number of rounds to evacuate the ship before it is Destroyed. 

Destroyed - All crew killed. The only exceptions will be NPCs who managed to make it to escape pods with seconds to spare. This allows the GM to preserve the life of major villains and such in the interests of continuing the story.



IONIZATION DAMAGE 

Ionization damage can have a cumulative effect that completely overwhelms a ship's systems, causing permanent damage that must be repaired before the ship can be used. Using the following chart for cumulative Ionization damage:

0-4 = 1D Ionization 

5-8 = 2D Ionization 

9-12 = 3D Ionization 

13-16 = 4D Ionization 

17+ = Controls Dead (See Below)

If in a single round, Ionization damage exceeds 4D, it causes permanent damage to the target ship's systems. For example, if a ship suffering a -2D Ionization penalty is hit by an ion cannon for 3D of Ionization Damage, totalling 5D Ionization, the ship suffers the Controls Dead result, and is dead in space, adrift, with all drives, maneuvering and other ship systems disabled. For degree of damage, use the following chart:

17-20 (5D Ionization) = Controls Dead (Lightly Damaged) 

21-24 (6D Ionization) = Controls Dead (Heavily Damaged) 

25-28 (7D Ionization) = Controls Dead (Severely Damaged) 

29+ (8D Ionization) = Controls Dead (Destroyed)

Repair Difficulties and Times are as listed under the appropriate Repair skill. 


Once a ship has been disabled by a Controls Dead result, it can no longer suffer additional Ionization results until it is repaired. This is due to blown circuit breakers and loss of power protecting ship's systems from additional power surges.



Fighters / Freighters at Capital Scale:

The rules are much the same with the following changes:

Capital Skill Piloting is replaced by Pilot Skill and either Starfighter Piloting or Space Transports (whichever is appropriate) is entered here.

Ship Defence: Calculated using Pilot Skill + Manoeuvrability but each 1D = 3 and pips are added as normal. This increased difficulty represents the additional difficulty Capital Ships have in targeting fighter formations. Example: PS 3D+2 + 3D Manoeuvrability = 6D+2 = 18+2 = 20. 

Steady As She Goes is called Fly Casual - but the same rules apply.

Damage Repair Roll: An Astromech can repair a Lightly Damaged result by making an Easy Repair roll. Subsequent Lightly Damaged results confer a cumulative +10 to the difficulties. As the Astromech Droid makes the repair, there is no MAP.

Angle Deflector Shields: Capital Ships have dedicated crew to angle their deflector shields, smaller ships do not. A Shields Skill roll is required to change the placement of any Shields within the usual rules (conferring a 1MAP).

Fighters normally operate at 6D Scale. However, the scale increases as more fighters group together, conferring the following Scale increases:

Starfighter Unit Sizes:

Element (2 fighters) = +1D 

Section (3 fighters) = +1D+2 

Flight (4 fighters) = +2D 

Squadron (12 fighters) = +3D 


The Unit Strength Modifier is added to the Scale listed on the stat for the type of Starfighter that makes up the Unit. For example, a Section of TIE Interceptors (3 ships) has a Scale of +7D+2, while a squadron of Y-Wings (12 ships) has a Scale of +9D. 


For the purposes of this rule, a squadron is considered a single target for Gunnery purposes, and Damage inflicted results in lost squadron strength.


Unit Damage Chart:

0-3 Disrupted = -1D to all actions that round 

4-8 Light Losses = -1D to Unit Strength 

9-12 Heavy Losses = -2D to Unit Strength 

13-15 Severe Losses = -3D to Unit Strength 

16+ Catastrophic Losses = -4D to Unit Strength 


Any Unit reduced to 0D is Combat Ineffective, but may return to base and Recover (see below) 


Any unit reduced to -1D is Wiped Out, with all units either killed or damaged too badly to return to battle.


Recovery 

A Unit that takes losses on the Unit Damage Chart may return to its mothership or home base and Recover, making quick repairs, reloading and rearming, bringing up reserve fighters from deep storage, and so on. As a rule, most bases will have 1D of Recovery available for every squadron they carry (in addition to the full Squadron's 3D Strength if the entire unit has not been committed). Some may have more or less, at the GM's discretion. Recovery takes 1D rounds, during which the Fighter Unit can not be used. Once a ship or base's Reserves are exhausted, Fighter Units can not be replenished during the battle. 


Movement:

There are no restrictions on the number of turns that fighters can make during movement.


Appendix A: Command Difficulty based on Crew Size
  • Crew Size (including gunners) = Command Difficulty 
  • 1-19 = Very Easy (1) 
  • 20-39 = Very Easy (2) 
  • 40-59 = Very Easy (3) 
  • 60-79 = Very Easy (4) 
  • 80-99 = Very Easy (5) 
  • 100-279 = Easy (6) 
  • 280-459 = Easy (7) 
  • 460-639 = Easy (8) 
  • 640-819 = Easy (9) 
  • 820-999 = Easy (10) 
  • 1,000-2,799 = Moderate (11) 
  • 2,800-4,599 = Moderate (12) 
  • 4,600-6,399 = Moderate (13) 
  • 6,400-8,199 = Moderate (14) 
  • 8,200-9,999 = Moderate (15) 
  • 10,000-27,999 = Difficult (16) 
  • 28,000-45,999 = Difficult (17) 
  • 46,000-63,999 = Difficult (18) 
  • 64,000-81,999 = Difficult (19) 
  • 82,000-99,999 = Difficult (20) 
  • 100,000-189,999 = Very Difficult (21) 
  • 190,000-279,999 = Very Difficult (22) 
  • 280,000-369,999 = Very Difficult (23) 
  • 370,000-459,999 = Very Difficult (24) 
  • 460,000-549,999 = Very Difficult (25) 
  • 550,000-639,999 = Very Difficult (26) 
  • 640,000-729,999 = Very Difficult (27) 
  • 730,000-819,999 = Very Difficult (28) 
  • 820,000-909,999 = Very Difficult (29) 
  • 910,000-999,999 = Very Difficult (30) 
  • 1,000,000+ = Heroic (31 and up)

Appendix B: Capital Ship Command Decks









Appendix C: Rules Summary

1) Initiative Phase - Roll Initiative, Mark Bonus on Initiative Bonus Tracker (if applicable)
2) Command Phase - Roll Command, Mark Bonus/Penalty on Command Tracker. Give Orders
3) Damage Control Phase - Repair Damage, Shield Regeneration, Angle Deflector Shields
4) Action Phase - Fire weapons in order of Initiative (highest to lowest fires first)
5) Movement Phase - Move ships in reverse Initiative order (lowest to highest moves first)


Orders: 
Note: MAP = Multi-Action Penalty to subsequent phases, stackable:

Steady As She Goes / Fly Casual: Ship only benefits from Range Difficulty to be hit. 0 MAP

Evasive Action: Ship benefits from Range Difficulty plus Ship Defence to be hit. 1D MAP

Full Evasion: As Evasive Action +10 to Difficulty. 2D MAP


Damage Control Phase:
Shields: All Shields knocked down by Turbolasers in previous turn automatically replenished
1D Ionised Shields automatically replenished
Further Ionised Shields Require a Damage Repair Roll = Capital Ship Operation. 1 Damage Repair Action can be carried out for every full 1D in Capital Ship Operation. Each Damage Repair Action confers 1 MAP
Astromech Droids on fighters can only repair Shields or Lightly Damaged Results, 0 MAP

Damage Repair Difficulties are as follows:
Shields (up to 1D per requiring regeneration): 10
Lightly Damaged: 10
Heavily Damaged: 20
Severely Damaged: 30

Success = Damage Repaired.
Failure by up to 10 = Damage drops one level or 1D of Ionised Shields Repaired

Capital Ships angle deflector shields as desired
Fighters make Shields roll to angle deflector shields (unless remaining in same arc). 1 MAP


Action Phase:

Each ship takes turns at firing one weapon in order of highest to lowest Initiative. 1 MAP for every additional weapon fired before allowing play to pass to next ship

Allocate Battery Dice (if applicable) to Gunnery Fire Control AND/OR Damage
Roll Gunnery Fire Control to hit target.
Target declares target score based on Range + (depending on orders) Ship Defence +10
Roll Damage Dice, adding subtracting dice for scale
Apply Damage

Move to next ship, and repeat until all ships have fired all available weapons

Movement Phase:
Move ships in order of lowest Initiative to Highest according to Space / Speed
Capital ships can turn up to 90 degrees if flying at Cautious Speed, up to 45 degrees at all other speeds
Fighters can be turned as desired without penalty






Strontium Dog Miniatures Game - Mutant Army Generals

Mutant Army Generals Strontium Dog Mutant Generals Image (c) Warlord Games Along with the Kreelers, one of the last sets that was released f...